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Lizard

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Everything posted by Lizard

  1. And what is the reason for this hassle of a jump?
  2. Wanted to buy Mirrors Edge today. Turns out I already have it
  3. I feel like the game does this to some extent. I played FC5 two times. On my first try I didnt finish the whole game just one map region. On my second try the game directed me almost the same way as on my first try even tho its an open world game. You are totally right about trucks and hostages. They are so "small" and are limited to just shooting two guys in the head. I would love them to get more complex in FC6.
  4. The world of FC5 is beautiful but i feel that its mostly empty. Traversing the land was most of the times boring. It would be better to have some smaller open world activities to do. Loved the setting and the story overall.
  5. Watched some video from polish gaming site where they said that the city feels empty in most places. It is crowded near quest locations but the further away you are from city center the less dense the population is. Also cars tend to have same paths. For example one of the journalist observed a crossroad for few minutes and each time the car passed it turned in the same direction.
  6. Gladly I have no pictures on the wall but I have 3 lamps that are much lower hanging than ceiling. Playing Jeff chapter and throwing bottles was like another layer of horror for me I also remember first time barnacle snatched me I tried to aim up with my pistol and hit the lamp as my pistol hit barnacle. Almost shit myself.
  7. I think mine is a bit smaller than 2 x 3. Its ok but I really dont feel comfortable playing. There is always a lamp or a tv some where near... Throwing grenades is anxiety inducing event for me.
  8. I think the main problem is the game has nothing new to offer. It is the safest game design you could imagine now and they still managed to fail in some departments...
  9. Lizard

    Freya [Wingman]

    Yeah rails is old map from when no one complained about visibility i think I really like the left one and I think you have a good foundation for this one with the environment light right now. It will be even a bit brighter once you add these warm street lamps. Keep up the good work!
  10. Lizard

    Freya [Wingman]

    You should go with either straight down angle or a bit altered. I would go with snow on the ground and full moon. This way you can have bright map because of the ambient light bouncing from the snow + some cool warm lights from the street lights. Look at de_rails by Deh0lise: it is super bright even tho its a night map. Here its mostly bright because of the full moon and snow only makes it brighter because of the contrast compared to the walls and everything else. You could go with a bit darker environment light and make the ambient light from snow do the work. Let me know if that makes sense.
  11. Lizard

    Freya [Wingman]

    Layout looks interesting. If you are going for a winter setting with snow I would recommend a bit brighter environment light. Moon light bounces of the snow on the ground making everything looks a lot brighter. You can use this to your advantage because you have a night map (should be dark) but the snow will reflect the light around making everything look almost as bright as if it was a day map.
  12. Was it really stated in the story that she was trans? Or is it something players kinda figured out?
  13. Ahh ok I see. Did the comparisons like this worked out before in previous generations?
  14. I think jagged turns are not visual issue but more of a gameplay so I would suggest to work on them now because even if visually they will be more 'open' so for example visually they will look like 90 degree turn but gameplay they will be cut to 45 degrees it will feel off and noisy to some extent. Let me know if thats clear enough to understand
  15. Hi! Second version looks a lot better when it comes to lighting. What I'm seeing from the screenshots is that you have very wide corridors with little cover for the players. Normally I like to put some smaller objects for players to hide behind, retreat or just reload mid fight. I'm not a big fan of judging gameplay of the map from overview but it seem like you tried to avoid 90 deegree angles turns with angled walls. It only made the map looks "jagged" in some places. I would try to make the turns more fluid with smaller geometry. Keep it up!
  16. Someone pointed out on twitter that this is photoshoped... If not then... Well
  17. Lizard

    County

    Thank You! We will replace some of the bigger assets from valve to our custom models. As for the more clutter... I want to see how the map performs with minimal level of detail and then add more rather than cut content because the fps is low but I agree Would love to see more smaller details!
  18. Lizard

    County

    I think the issue here is that me as your typical european I have certain image of 'rural usa' formed by movies, pictures. These locations are representation of what I see when I think about rural part of usa. Shawn and you live in usa so for you guys the image of this part might be totally different. As for the gameplay aspect it will all comes to playtesting. Each building is built in such way I can close each room/window without much effort. Thank you Minos! I'm having so much fun compared to making typical de_ maps for csgo.
  19. Lizard

    County

    Thank You!
  20. Lizard

    County

    Maybe the problem is that we are doing this via forum and you can't really judge the persons attitude. I really didn't mean to argue on that matter at all or being defensive.
  21. Lizard

    County

    And I would rather talk about it because maybe the person giving the feedback will come to the conclusion that he didn't know about something before giving the feedback and next time he will take this experience into consideration. It's like going to the playtests and saying that the door should be THIS wide just because. And maybe at some point someone will talk about the reasons why the doors on his map are in this size. And the guy will go "ohh I didn't think of that". Its more about taking feedback and giving something in exchange rather than taking everything for yourself and saying "thank you".
  22. Lizard

    County

    Sorry Shawn but I can tell you the same the other way around. That you are also argumentative about it because I explained why going ton the theme doesn't makes sense for me in the scope of danger zone map and you were the one trying to convince me I should... Thats what having a valuable conversation is all about for me and You were the one to call it an argue. To this point there was nothing personal about it for me. Just two LD's sharing opinions on the subject. But if you see it this way then ok...
  23. Lizard

    County

    Giving a feedback is also a skill. As well as having a valuable conversation. When someone does not agree with your opinion you can talk about it and present few arguments. But I see you take everything personal and calling it 'an argue'. Super glad that Administrator on mapcore - a game dev forum can't have valuable conversation and he would rather 'spit and leave' his feedback without backing it up or talk about it. "Reading what the person has said a few times, think about it, and thanking them for their feedback" is not a very skillful way to handle feedback btw
  24. Lizard

    County

    Then County - Rural USA. You gave these examples but they fall into the same category and they don't prove anything. They are as broad as 'rural usa'. I never said anything like this. I just feel that csgo level designers especially put too much weight on locating the maps in super narrow location. I bet no one knows where season is located other than "Japan". Same goes for Anubis = Egypt, Cobble = castle, Vertigo = skyscrapper, Dust = Marroco. Have you ever hear anyone describing the map like this "You know the map cobble? It's a private castle of some rich guy set in french"? I bet you did not. Players really don't care where the vertigo skyscrapper is located. It could be in Russia, USA, Brazil, Poland... As long as its unique compared to other maps and its easy to describe. This thing is exact same reason why Team - Fortress 2 maps are so hard to describe for someone who wants to recall one of them. Landfall? Fastlane? Freight? Dustbowl? Gravel pit?. But when you say Egypt, 2fort, Turbine, DeGroot you already have a picture of a map so distinct from other that its a lot easier to recall them.
  25. Lizard

    County

    I still don't think overall theme needs to be narrowed down to give players better feeling of the entire map. That is not what I think most of the battle royal maps are about. Sub-themes play a huge role in maps like this. What's the theme for Fortnite map? What's the theme for Warzone map? What's the theme for PUBG map? They are all 'just cities'. But when you go deeper there is whole different story. You say "Tilted towers" and every fortnite player will know what you are talking about. "TV station? Sure I see the guy on top of it." That is why you can't have two similar locations on one map and just giving them different name... Going really norrow on the theme for battle royal map even for csgo is not a good idea. I have a creek area with 6 houses next to each other and it's already getting repetitive having more of them will only decrease its value. With this being said you really need main locations to be unique even tho they might seem a little bit out of place or too much for this scale of the map. Again. I don't see how pointing exact location on the map would help to bring personality forward. Everything is based on real life references taken from the USA. It's not like the barn style is taken from Sweeden. Police station looks like polish one and sawmill is straight out of asia. I think they are consistent with overall look of the usa architecture style. What's there left then?
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